mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 01:15:42 -06:00
feat: fruit spawning mechanism, sprites, pellet counting, fruit trigger observer
This commit is contained in:
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -663,7 +663,7 @@ checksum = "42f5e15c9953c5e4ccceeb2e7382a716482c34515315f7b03532b8b4e8393d2d"
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[[package]]
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name = "pacman"
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version = "0.78.3"
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version = "0.78.4"
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dependencies = [
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"anyhow",
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"bevy_ecs",
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@@ -1,6 +1,6 @@
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[package]
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name = "pacman"
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version = "0.78.3"
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version = "0.78.4"
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authors = ["Xevion"]
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edition = "2021"
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rust-version = "1.86.0"
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@@ -79,6 +79,8 @@ pub mod collider {
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pub const PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.4;
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/// Collider size for power pellets/energizers (0.95x cell size)
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pub const POWER_PELLET_SIZE: f32 = CELL_SIZE as f32 * 0.95;
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/// Collider size for fruits (0.8x cell size)
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pub const FRUIT_SIZE: f32 = CELL_SIZE as f32 * 1.375;
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}
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/// UI and rendering constants
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@@ -127,6 +127,8 @@ impl Game {
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debug!("Setting up ECS event registry and observers");
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Self::setup_ecs(&mut world);
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world.add_observer(systems::spawn_fruit_observer);
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debug!("Inserting resources into ECS world");
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Self::insert_resources(
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&mut world,
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@@ -409,6 +411,7 @@ impl Game {
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world.insert_resource(GlobalState { exit: false });
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world.insert_resource(PlayerLives::default());
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world.insert_resource(ScoreResource(0));
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world.insert_resource(crate::systems::item::PelletCount(0));
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world.insert_resource(SystemTimings::default());
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world.insert_resource(Timing::default());
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world.insert_resource(Bindings::default());
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@@ -3,7 +3,7 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::map::direction::Direction;
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use crate::map::graph::{Graph, Node, TraversalFlags};
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use crate::map::parser::MapTileParser;
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use crate::systems::NodeId;
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use crate::systems::{NodeId, Position};
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use bevy_ecs::resource::Resource;
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use glam::{I8Vec2, IVec2, Vec2};
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use std::collections::{HashMap, VecDeque};
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@@ -25,6 +25,8 @@ pub struct NodePositions {
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pub inky: NodeId,
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/// Clyde starts in the center of the ghost house
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pub clyde: NodeId,
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/// Fruit spawn location directly below the ghost house
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pub fruit_spawn: Position,
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}
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/// Complete maze representation combining visual layout with navigation pathfinding.
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@@ -154,12 +156,37 @@ impl Map {
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let (house_entrance_node_id, left_center_node_id, center_center_node_id, right_center_node_id) =
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Self::build_house(&mut graph, &grid_to_node, &house_door)?;
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// Find fruit spawn location (directly below ghost house)
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let left_node_position = I8Vec2::new(13, 17);
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let left_node_id = grid_to_node.get(&left_node_position).unwrap();
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let right_node_position = I8Vec2::new(14, 17);
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let right_node_id = grid_to_node.get(&right_node_position).unwrap();
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let distance = graph
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.get_node(*right_node_id)
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.unwrap()
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.position
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.distance(graph.get_node(*left_node_id).unwrap().position);
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// interpolate between the two nodes
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let fruit_spawn_position: Position = Position::Moving {
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from: *left_node_id,
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to: *right_node_id,
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remaining_distance: distance / 2.0,
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};
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tracing::warn!(
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fruit_spawn_position = ?fruit_spawn_position,
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"Fruit spawn position found"
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);
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let start_positions = NodePositions {
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pacman: grid_to_node[&start_pos],
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blinky: house_entrance_node_id,
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pinky: left_center_node_id,
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inky: right_center_node_id,
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clyde: center_center_node_id,
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fruit_spawn: fruit_spawn_position,
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};
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// Build tunnel connections
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@@ -9,6 +9,7 @@ pub enum EntityType {
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Ghost,
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Pellet,
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PowerPellet,
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Fruit(crate::texture::sprites::FruitSprite),
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}
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impl EntityType {
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@@ -24,12 +25,13 @@ impl EntityType {
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match self {
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EntityType::Pellet => Some(10),
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EntityType::PowerPellet => Some(50),
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EntityType::Fruit(fruit_type) => Some(fruit_type.score_value()),
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_ => None,
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}
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}
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pub fn is_collectible(&self) -> bool {
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matches!(self, EntityType::Pellet | EntityType::PowerPellet)
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matches!(self, EntityType::Pellet | EntityType::PowerPellet | EntityType::Fruit(_))
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}
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}
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@@ -1,17 +1,65 @@
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use bevy_ecs::{
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entity::Entity,
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event::{EventReader, EventWriter},
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event::{Event, EventReader, EventWriter},
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observer::Trigger,
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query::With,
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system::{Commands, Query, ResMut, Single},
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system::{Commands, NonSendMut, Query, Res, ResMut, Single},
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};
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use tracing::{debug, trace};
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use crate::{
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constants::collider::FRUIT_SIZE,
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map::builder::Map,
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systems::{common::bundles::ItemBundle, Collider, Position, Renderable},
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texture::{sprite::SpriteAtlas, sprites::GameSprite},
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};
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use crate::{
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constants::animation::FRIGHTENED_FLASH_START_TICKS,
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events::GameEvent,
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systems::{AudioEvent, EntityType, GhostCollider, GhostState, ItemCollider, PacmanCollider, ScoreResource},
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systems::common::components::EntityType,
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systems::lifetime::TimeToLive,
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systems::{AudioEvent, GhostCollider, GhostState, ItemCollider, LinearAnimation, PacmanCollider, ScoreResource},
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texture::animated::TileSequence,
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};
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/// Tracks the number of pellets consumed by the player for fruit spawning mechanics.
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#[derive(bevy_ecs::resource::Resource, Debug, Default)]
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pub struct PelletCount(pub u32);
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/// Maps fruit score values to bonus sprite indices for displaying bonus points
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fn fruit_score_to_sprite_index(score: u32) -> u8 {
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match score {
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100 => 0, // Cherry
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300 => 2, // Strawberry
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500 => 3, // Orange
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700 => 4, // Apple
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1000 => 6, // Melon
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2000 => 8, // Galaxian
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3000 => 9, // Bell
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5000 => 10, // Key
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_ => 0, // Default to 100 points sprite
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}
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}
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/// Maps sprite index to the corresponding effect sprite path (same as in state.rs)
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fn sprite_index_to_path(index: u8) -> &'static str {
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match index {
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0 => "effects/100.png",
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1 => "effects/200.png",
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2 => "effects/300.png",
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3 => "effects/400.png",
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4 => "effects/700.png",
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5 => "effects/800.png",
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6 => "effects/1000.png",
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7 => "effects/1600.png",
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8 => "effects/2000.png",
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9 => "effects/3000.png",
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10 => "effects/5000.png",
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_ => "effects/100.png", // fallback to index 0
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}
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}
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/// Determines if a collision between two entity types should be handled by the item system.
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///
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/// Returns `true` if one entity is a player and the other is a collectible item.
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@@ -23,14 +71,17 @@ pub fn is_valid_item_collision(entity1: EntityType, entity2: EntityType) -> bool
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn item_system(
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mut commands: Commands,
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mut collision_events: EventReader<GameEvent>,
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mut score: ResMut<ScoreResource>,
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mut pellet_count: ResMut<PelletCount>,
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pacman: Single<Entity, With<PacmanCollider>>,
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item_query: Query<(Entity, &EntityType), With<ItemCollider>>,
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item_query: Query<(Entity, &EntityType, &Position), With<ItemCollider>>,
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mut ghost_query: Query<&mut GhostState, With<GhostCollider>>,
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mut events: EventWriter<AudioEvent>,
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atlas: NonSendMut<SpriteAtlas>,
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) {
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for event in collision_events.read() {
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if let GameEvent::Collision(entity1, entity2) = event {
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@@ -44,21 +95,59 @@ pub fn item_system(
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};
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// Get the item type and update score
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if let Ok((item_ent, entity_type)) = item_query.get(item_entity) {
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if let Ok((item_ent, entity_type, item_position)) = item_query.get(item_entity) {
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if let Some(score_value) = entity_type.score_value() {
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trace!(item_entity = ?item_ent, item_type = ?entity_type, score_value, new_score = score.0 + score_value, "Item collected by player");
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score.0 += score_value;
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// Spawn bonus sprite for fruits at the fruit's position (similar to ghost eating bonus)
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if matches!(entity_type, EntityType::Fruit(_)) {
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let sprite_index = fruit_score_to_sprite_index(score_value);
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let sprite_path = sprite_index_to_path(sprite_index);
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if let Ok(sprite_tile) = SpriteAtlas::get_tile(&atlas, sprite_path) {
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let tile_sequence = TileSequence::single(sprite_tile);
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let animation = LinearAnimation::new(tile_sequence, 1);
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commands.spawn((
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*item_position,
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Renderable {
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sprite: sprite_tile,
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layer: 2, // Above other entities
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},
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animation,
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TimeToLive::new(120), // 2 seconds at 60 FPS
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));
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debug!(
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fruit_score = score_value,
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sprite_index, "Fruit bonus sprite spawned at fruit position"
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);
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}
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}
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// Remove the collected item
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commands.entity(item_ent).despawn();
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// Track pellet consumption for fruit spawning
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if *entity_type == EntityType::Pellet {
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pellet_count.0 += 1;
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trace!(pellet_count = pellet_count.0, "Pellet consumed");
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// Check if we should spawn a fruit
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if pellet_count.0 == 70 || pellet_count.0 == 170 {
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debug!(pellet_count = pellet_count.0, "Fruit spawn milestone reached");
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commands.trigger(SpawnFruitTrigger);
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}
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}
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// Trigger audio if appropriate
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if entity_type.is_collectible() {
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events.write(AudioEvent::PlayEat);
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}
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// Make ghosts frightened when power pellet is collected
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if *entity_type == EntityType::PowerPellet {
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if matches!(*entity_type, EntityType::PowerPellet) {
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// Convert seconds to frames (assumes 60 FPS)
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let total_ticks = 60 * 5; // 5 seconds total
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debug!(duration_ticks = total_ticks, "Power pellet collected, frightening ghosts");
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@@ -78,3 +167,32 @@ pub fn item_system(
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}
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}
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}
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/// Trigger to spawn a fruit
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#[derive(Event, Clone, Copy, Debug, PartialEq, Eq)]
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pub struct SpawnFruitTrigger;
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pub fn spawn_fruit_observer(
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_: Trigger<SpawnFruitTrigger>,
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mut commands: Commands,
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atlas: NonSendMut<SpriteAtlas>,
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map: Res<Map>,
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) {
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// Use cherry sprite as the default fruit (first fruit in original Pac-Man)
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let fruit_sprite = &atlas
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.get_tile(&GameSprite::Fruit(crate::texture::sprites::FruitSprite::Cherry).to_path())
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.unwrap();
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let fruit_entity = commands.spawn(ItemBundle {
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position: map.start_positions.fruit_spawn,
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sprite: Renderable {
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sprite: *fruit_sprite,
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layer: 1,
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},
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entity_type: EntityType::Fruit(crate::texture::sprites::FruitSprite::Cherry),
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collider: Collider { size: FRUIT_SIZE },
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item_collider: ItemCollider,
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});
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debug!(fruit_entity = ?fruit_entity.id(), fruit_spawn_node = ?map.start_positions.fruit_spawn, "Fruit spawned");
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}
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@@ -47,12 +47,43 @@ pub enum MazeSprite {
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Energizer,
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}
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/// Represents the different fruit sprites that can appear as bonus items.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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#[allow(dead_code)]
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pub enum FruitSprite {
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Cherry,
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Strawberry,
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Orange,
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Apple,
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Melon,
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Galaxian,
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Bell,
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Key,
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}
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impl FruitSprite {
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/// Returns the score value for this fruit type.
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pub fn score_value(self) -> u32 {
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match self {
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FruitSprite::Cherry => 100,
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FruitSprite::Strawberry => 300,
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FruitSprite::Orange => 500,
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FruitSprite::Apple => 700,
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FruitSprite::Melon => 1000,
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FruitSprite::Galaxian => 2000,
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FruitSprite::Bell => 3000,
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FruitSprite::Key => 5000,
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}
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}
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}
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/// A top-level enum that encompasses all game sprites.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum GameSprite {
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Pacman(PacmanSprite),
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Ghost(GhostSprite),
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Maze(MazeSprite),
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Fruit(FruitSprite),
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}
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impl GameSprite {
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@@ -105,6 +136,16 @@ impl GameSprite {
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GameSprite::Maze(MazeSprite::Tile(index)) => format!("maze/tiles/{}.png", index),
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GameSprite::Maze(MazeSprite::Pellet) => "maze/pellet.png".to_string(),
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GameSprite::Maze(MazeSprite::Energizer) => "maze/energizer.png".to_string(),
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// Fruit sprites
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GameSprite::Fruit(FruitSprite::Cherry) => "edible/cherry.png".to_string(),
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GameSprite::Fruit(FruitSprite::Strawberry) => "edible/strawberry.png".to_string(),
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GameSprite::Fruit(FruitSprite::Orange) => "edible/orange.png".to_string(),
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GameSprite::Fruit(FruitSprite::Apple) => "edible/apple.png".to_string(),
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GameSprite::Fruit(FruitSprite::Melon) => "edible/melon.png".to_string(),
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GameSprite::Fruit(FruitSprite::Galaxian) => "edible/galaxian.png".to_string(),
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GameSprite::Fruit(FruitSprite::Bell) => "edible/bell.png".to_string(),
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GameSprite::Fruit(FruitSprite::Key) => "edible/key.png".to_string(),
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}
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}
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}
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